Touché.Lizard said:You've clearly never lived in San Francisco.
For some.Seems to me it does, esp. when 3x went for diversity via resource management
Again, placing the majority of problem-solving tools in the hands of a small number of classes isn't a 'key trope', it's a design flaw that's only become more problematic over time with the increase of spells-per-day for the caster classes (not only is magic the best solution to most obstacles, now you get more of it!).One could also argue that this is because the key tropes of D&D were popular...
This doesn't erase strong class distinctions any more than access to magical effects via item does. Rituals can be seen as a (slightly) less commoditized version of items, though I think they're more than that, largely because I think that players respond differently to 'my guy can do this!' vs. 'my guys stuff can do this!'.strong class distinctions among them.
<looks at the significant changes in built-in assumptions and play mechanics between AD&D --> 2e --> 3e> "Yes!".Remove them, and is the D&D brand name enough?
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